About Sterling the Zen ArcherSterling
Defense:
-------------------- AC 20, touch 20, flat-footed 18 (+1 Dex, +1 dodge, +8 untyped) hp 54 (8d8+11) Fort +9, Ref +6, Will +15; +1 trait bonus vs illusion effects., +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) -------------------- Offense:
-------------------- Speed 40 ft. Melee unarmed strike +9 (1d8+4) Ranged +2 adaptive Mighty (+4) darkwood composite longbow +15 (1d8+8/×3) ... Ranged with PBS +16 (1d8+9/x3) ... Ranged Flurry +15/+15/+10 (1d8+8/x3) ... Ranged Flurry w/ PBS +16/+16/+11 (1d8+9/x3) ... Ranged Flurry w/ Deadly Aim +13/+13/+8 (1d8+12/x3) ... Ranged Flurry w/ Ki point +15/+15/+15/+10 (1d8+8/x3) ... Ranged Flurry w/ Everything +14/+14/+14/+9 (1d8+13/x3) Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki flurry, ki speed, ki strike, magic, zen archery Spell-Like Abilities (CL 8th; concentration +5) . . At will—detect alignment . . —barkskin (self only, 1 ki) Inquisitor Spells Known (CL 2nd; concentration +9): . . 1st (4/day)—bless, command (DC 18), protection from evil . . 0 (at will)—create water, detect magic, guidance, light, read magic . . Domain Conversion Inquisition -------------------- Statistics:
-------------------- Str 18, Dex 13, Con 12, Int 7, Wis 24, Cha 5 Base Atk +5; CMB +9; CMD 29 (33 vs. bull rush, 33 vs. trip) Feats Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Snake Style[UC], Weapon Focus (longbow), Weapon Specialization (longbow) Traits hardly a fool, reactionary Skills Acrobatics +6, Appraise -2 (+0 to determine the price of nonmagic items with precious metals or gemstones), Bluff +11, Diplomacy +11, Heal +12, Intimidate +8, Perception +19 (+21 to notice unusual stonework), Sense Motive +23, Survival +11 (+13 to avoid becoming lost) Languages Common, Dwarven SQ cunning initiative, fast movement, judgement 1/day, ki archery, ki arrows, ki defense, ki pool, monk vows (vow of celibacy, vow of cleanliness, vow of fasting, vow of silence, vow of truth), monster lore +7, stern gaze, track +1, unarmed strike Combat Gear adamantine arrows (50), cold iron arrows (50), silver arrows (50), wand of cure light wounds (50 charges), wand of shield of faith (50 charges); Other Gear +2 adaptive darkwood composite longbow, arrows (60), blunt arrows (20), whistling arrow (20), belt of physical might +2 (Str, Con), headband of inspired wisdom +2, cracked dark blue rhomboid ioun stone, wayfinder, backpack, bedroll, blanket, flint and steel, silver holy symbol (Erastil), hemp rope (50 ft.), trail rations (10), waterskin, 293 gp, 9 sp -------------------- TRACKED RESOURCES:
-------------------- Adamantine arrows - 0/50 Arrows - 0/60 Blunt arrows - 0/20 Cold Iron arrows - 0/50 Judgement (1/day) (Su) - 0/1 Ki Pool (Su) - 0/14 Perfect Strike (2d20, 6/day) - 0/6 silver arrows - 0/50 Trail rations - 0/10 Wand of cure light wounds (50 charges) - 40/50 Wand of shield of faith (50 charges) - 0/50 Whistling arrow - 0/20 -------------------- Special Abilities:
-------------------- Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate. Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Deny Death Costs 0 ki points to activate. As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 k
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. |
